Talk:Creating a BRRES with BrawlBox

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I have a problem with creating a BRRES with BrawlBox. I have 3ds Max 2012 and FBX Converter 2010.2. Every time I export a model from 3ds Max, it gives me this error: http://puu.sh/aZGrv/91db4cc419.png. Then I proceed to converting the exported .fbx file to a .dae file using FBX Converter 2010.2. After that, I import the model into BrawlBox with all the correct settings, and in the materials folder, only one material shows up. I really don't know how to fix this problem. If you know the problem, please post below and tell me how to fix it, as much help would be greatly appreciated. --Quajeek99 (a.k.a. ezioma3) (talk) 23:39, 19 August 2014 (UTC)

You have to export directly as dae. If that doesn't work you have to play with the settings a bit, currently I cannot access my computer to show you a screenshot of my settings.
kHacker35000vr (talk) 11:50, 20 August 2014 (UTC)
The same thing happens when I export directly as a .dae. When you have access to your computer, you think you could show me a few screenshots so I can understand what to do? --Quajeek99 (a.k.a. ezioma3) (talk) 14:35, 20 August 2014 (UTC)
First, what is that material that is causing problems in the first place? (And the rest of the objects should be fine, test it in BB). Second, current Brawlbox version sucks at making mkw BRRES files, 0.68_ works the best (at least for me it does). If you can tell me what settings you use I may give you a solution too.
kHacker35000vr (talk) 15:18, 20 August 2014 (UTC)
I use these settings when importing into BrawlBox:
  • Force float vertices
  • Force float normals
  • Force float UV's
  • Remap materials
  • Force triangle primitives only
This is what I get when the model is imported: http://puu.sh/b2D9Q/55a2f4d1a9.png. As for 3ds Max settings, I'll be honest, I have no clue on what settings I should add BEFORE exporting. The isn't really anything on the wiiki that could help with that, either. I'm pretty sure that's the problem... could you possible send me screenshots of proper importing and exporting settings? --Quajeek99 (a.k.a. ezioma3) (talk) 02:17, 22 August 2014 (UTC)

Please, help.

I have made at least one of the colors in each color node to have an alpha value less than 255 in BrawlBox, but the model still doesn't show up in SZS Modifier (and it obviusly frezees in game). Please, help. Thanks. --NewSuperMoiWii (talk) 11:09, 29 November 2014 (UTC)

I already fixed it! But I'm having some scaling problems (I scale my model in 3DS Max but it appears very small in-game...)--NewSuperMoiWii (talk) 18:37, 5 January 2015 (UTC)
Have you tried editing the scale on the root Bone? Look in the Bones section of your model. --Guilmon35249vr (talk) 18:47, 5 January 2015 (UTC)

Model doesn't show up in-game

I imported my CT model with BrawlBox for the first time. The model shows up correctly in the Brawlbox preview and in the SZS Modifier. All the textures were imported correctly and I changed the material settings like the tutorial told me. For some reason the model doesn't show up in-game. I can only see the sky model. --4TLPati (talk) 21:51, 1st March 2015 (UTC)

Is the model the right size? If the model is tiny or huge, you might not see it. --Guilmon35249vr (talk) 22:57, 1 March 2015 (UTC)
Well, it does show up in the perfect size in the SZS Modifier, CTools and BrawlBox. But in 3DS Max the model is very very small. Doesn't BrawlBox set the size automatically? I thought it would as I saw that the size in all the three editors looked perfectly. --4TLPati (talk) 14:35, 2nd March 2015 (UTC)
SZS Modifier and CTools zoom in or out depending on the scale of the model, I think. If it's tiny in 3dsmax, it's probably tiny in-game. What does SZS Modifier say the min and max values are in the model editor? --Guilmon35249vr (talk) 14:49, 2 March 2015 (UTC)
Minimum X: -2977 Maximum X: 1149
Minimum Y: -76 Maximum Y: 516
Minimum Z: -1025 Maximum Z: 1825
I guess those values are way too small xD --4TLPati (talk) 15:14, 2nd March 2015 (UTC)
Yup! Your road should be around 1700-2500 units wide itself, yet your whole track is about 3000 units across.
Also, keep your track above 0 on the Y axis. Anything below 0 is automatically counted as out of bounds. Y is height, by the way. --Guilmon35249vr (talk) 15:40, 2 March 2015 (UTC)
Thanks! I'm gonna try it tomorrow. I'm usually using Blender for modeling and SketchUp for scaling. 3DS Max and BrawlBox for importing is not that easy :D --4TLPati (talk) 19:32, 2nd March 2015 (UTC

Scaling Issues

It seems that the course model I have made with this guide is not scaled correctly with Wiimm's SZS Tools as when it is scaled different parts of the track get moved around (Ex. the Out of Bounds goes higher then everything else, the road moving away from the course). I have tried many different versions of Wiimm's SZS Tools and none of them work. --Wg93589 (talk) 23:05, 28 June 2017 (UTC)

BRRES made with BrawlBox won't scale correctly with Wiimms scale tool because of the way it uses bone translations. You can try to edit the bone translations in BrawlBox, but I reccomend scaling your track in the 3d editor and importing it again. -Igorseabra4 (talk) 23:15, 28 June 2017 (UTC)

Model Won't Ever Show Up

Looks like the model won't display at all in Brawlbox. I used blender to export the .fbx and converted it to a .dae with Autodesk FBX Converter. But it won't show up in the brawlbox preview. Why is this?

Edit 1: I exported the fbx wrong. The model now shows up in CTools BRRES Viewer, but the textures don't show.

Edit 2: Never mind all this, I got the model to show up in game! --Retrostyle12 (talk) 19:06, 11 September 2018 (UTC)

Lighting Problems

When I import my .dae with the settings used, in the game the lighting is constantly changing depending on which direction I face. I haven't come across anyone else who has had this problem. Can someone please help? --Unsigned comment by TAS Rhys (talk).

Make sure you replace shaders and materials. Keep in mind that there are many combinations of them, and it is recommended to use the same as in the original files. Also, before replacing any material, make sure you delete all its texture references (the ones you find when expanding the [+] on the material), else it might not work in game.
Atlas (talk) – CT/MK8 Wiki Admin 13:24, 27 September 2018 (UTC)

question about culling

okay so cull_none show all the faces of the model but cull_all show what ????? Culling-ask-importing-with-brawlbox.PNG --Yosh (talk) 19:00, 8 December 2018 (UTC)

Wait nvm it show nothing --Yosh (talk) 19:14, 8 December 2018 (UTC)

Transparency Problem

I got the settings right on one of my materials, the transparent water, but the water won't show up in-game.

Here's the proof:

What's Happening? --Retrostyle12 (talk) 21:30, 28 January 2019 (UTC)